BBTag/Akihiko Sanada: Difference between revisions

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====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ======
====== <span style="visibility:hidden;font-size:0">EX Corkscrew</span> ======
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|image=BBTag_Akihiko_Corkscrew.png |caption= You didn't block it, you'll never block it. Not even the guy who used it blocked it.
|image=BBTag_Akihiko_Corkscrew.png |caption=You didn't block it, you'll never block it. Not even the guy who used it blocked it.
|name=EX Corkscrew
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{{Description|7|text=* Crosses up
{{Description|7|text=
* Wall bounces on hit.
* Ducking crosses up if done close to the opponent.
* Increases in damage as Cyclone level increases.


SB Ducking into Corkscrew. Extremely fast grounded crossup that can be covered with assist to make a sandwich even if the opponent manages to block it. In fact, it's so fast that if done off 5B, 2C, etc. it's actually gapless, so if you want it to actually hit crossup, you'll need to delay it slightly.
SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off 5B or 2C, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version.
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====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ======
====== <span style="visibility:hidden;font-size:0">EX Assault Dive</span> ======
{{MoveData
{{MoveData

Revision as of 01:09, 23 May 2020

Akihiko
BBTag Akihiko Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run, Ducking
Playstyle
Aggressive, Short-range, Avalanche
Team role
Point

Overview

"For quite some time I have remained patient for this moment that is now at hand"
Lore:After a fire destroyed the orphanage he called home and took the life of his younger sister Miki, Akihiko swore he would become stronger in her memory. He took up boxing and quickly become known for his skills in the ring. Some time afterwards, he awoke to the power of persona and was recruited by Mitsuru Kirijo into the group called SEES. In the year 2009, Akihiko assisted her and the rest of the SEES with fighting the arcana shadows and ending the Dark Hour. After graduating from Gekkoukan High School, Akihiko began traveling the world to hone his boxing skills and seek out worthy opponents.

Cyclone

Akihiko's rekka is influenced by a level system that scales from zero to five based on the number of moves he has linked together in a single chain. Before he can use cyclone moves, however, Akihiko must use one of the moves listed below. Once in it, he can cancel any special into any other special move as well as 5C and 2C. These attacks can be used an unlimited amount of times but they cannot be used in succession (i.e. Ducking > Ducking isn't possible but Ducking > Boomerang Hook > Ducking is possible). As Akihiko chains into more specials, the cyclone level increases which grants his attacks more damage, meter, and hitstun, as well as changing their properties on hit. Keep in mind that if the chain is broken in anyway such as by jumping, using supers, getting hit, or switching characters, the cyclone level will return to zero. Also note that Akihiko's assists cannot enter cyclone state and thus aren't affected by this mechanic.

Moves that enter Cyclone state: Throw, 5B, and all special moves except Corkscrew and Double Uppercut.

Moves usable in Cyclone state: Throw, 5C, 2C, all special moves, and all supers.

Moves affected by Cyclone level: Throw, 2C, all special moves, and all supers except Earth Breaker.

Playstyle

 Akihiko Sanada Akihiko is a rush-down character that utilizes a unique "rekka" system that allows him to chain special moves together for aggressive pressure and mix-ups. As he fights primarily with his fists Akihiko has short range but in exchange has high movement speed and has multiple specials that allow him to bob and weave through enemy attacks. He also has access to a persona like all the other characters from P4A. These spirits have their own hitboxes and hurtboxes, meaning they can fight from different positions than where Akihiko is and can tank hits for him too, though doing so will incur a 5% health loss (but Akihiko cannot be K.O.ed by this penalty). They are also immune to Reject Guards, making them good for pressuring opponents with lots of meter. However, Akihiko is the least reliant on his persona among the P4A cast, only using it for 5 moves; 4AAAA / 5AAAA, 5C, j.C, Maziodyne, and Earth Breaker.

Pros
Cons
  • Extremely high damage both raw and in combos.
  • Strong mixup game with high reward.
  • High HP.
  • Least Persona-reliant character in the Persona cast, so he doesn't have to worry about losing extra health to bursts or counterpokes.
  • Persona attacks have fantastic range.
  • Extremely short range on non-persona attacks.
  • Mix-up RPS can be risky if opponent guesses correctly.
  • Only has one low.
  • Persona attacks are slow and very unsafe on whiff or block.



Normal Moves

4A
4A
BBTag Akihiko 4A.png
P4AU Classic, but now +1.
BBTag Akihiko 4AA.png
Isn't this a rabbit punch? Pretty sure that's illegal.
BBTag Akihiko 4AAA.png
What was once a shit auto combo is now serviceable because of AS.
BBTag Akihiko 4AAAA.png
Situational combo ender.
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4A
  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

A quick jab, good at starting pressure or interrupting an opponent's blockstring. Excellent at resetting pressure as it leaves you at +1. Due to the x3 self-gatling buff in 1.5 you're able to use it to stagger and hit confirm during pressure.

4AA
  • Jump cancelable.
  • Throw cancelable.
  • Vacuums on hit

Follow-up punch that is used as blockstring and combo filler. Good for a surprise corner steal if you're feeling in the mood for assist shenanigans or if you want to catch the opponent with EX Corkscrew in the corner.

4AAA
  • Hits 4 times.
  • Last hit launches on hit.

Akihiko's old P4A autocombo. Swaps sides four times, throwing out a punch between each one. Unfortunately, if one of the hits whiffs for what ever reason Akihiko enters recovery immediately, making this attack highly susceptible to punishes after reject guards. This move also cannot cross up on its own as it keeps opponents in true blockstun and it cannot cancel into any other moves until the last punch hits something. Thankfully, calling an assist while Akihiko is behind the opponent will summon them on that side thus creating a sandwich situation.

4AAAA
  • Hits 10 times. Follow-up attack only hits the opponent's point character.
  • Opponent is invincible to all other attacks until Caesar releases them.
  • Opponents cannot burst during this attack.

Caesar reaches up with his palm. If he hits the opponent, he grabs them, shocks them, and throws them into the ground. Grants Akihiko safe-jump oki against neutral and forward techs at mid-screen and neutral and back techs in the corner. Unlike most 4A autocombo enders, this move can cancel into Cross Raid which greatly increases a combo's damage and safely switches Akihiko to the backline.

5A
5A Boom Boom
BBTag Akihiko 5AA.png
Double Uppercut... but not really.
BBTag Akihiko 4AAA.png
Now off of a better starter.
BBTag Akihiko 4AAAA.png
One of Akihiko's few persona moves.
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5A
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.

Akihiko's old 5B. He throws out two quick body blows, both of which can be canceled into a variety of different options including going into 2A and 2B back into another use of 5A. The second hit retains its cancel options even if it whiffs so long as the first hit something, making it strong against reject guards. It's also his best practical starter, having both good damage and scaling. This makes 5A the most important normal for both combos and pressure in his arsenal thanks to its versatility and damage potential. Unfortunately startup was nerfed compared to his P4AU version and its range is woefully short. Follow-up hits prorate badly so for maximum damage, go straight into 5B on a good confirm.

5AA
  • Hits twice.
  • Jump cancelable on both hits.
  • Throw cancelable on both hits.
  • Second hit vacuums.

Akihiko punches twice, first with the second hit of Double Uppercut, then with 4AA. The second hit's vacuum is useful for extending blockstrings and some particular combos but its poor damage scaling means it should be avoided in combos whenever possible. Has the same cancel options and offensive flexibility as 5A so the mix-up potential off this move is high. Note that only one use of 5AA is allowed per string.

5AAA
  • Identical to 4AAA.

See 4AAA description for more information.

5AAAA
  • Identical to 4AAAA.

See 4AAAA description for more information.

5B
5B
BBTag Akihiko 5B.png
The original neutral killer, now contained in one button.
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  • If Akihiko isn't near an opponent, he will dash a short distance then throw a punch.
  • Follow-up hits are only done if the first hit something.
  • Enters Cyclone state.

Akihiko's old Kill Rush special, where he dashes forward and performs a flurry of punches. Has fast startup and forward movement which compensates for Akihiko's lack of range. As an added bonus, Akihiko will not perform all the punches unless it actually connects, making it much safer on whiff than one might expect. Puts Akihiko in Cyclone state which means that using this move will lock him out of safer buttons such as 4A or 5A, making it somewhat committal. Hugely buffed in 1.5 with the travel distance being roughly twice as far, allowing you to punish the opponent's poor choices in neutral and their reject guard attempts easily.

5C
5C
BBTag Akihiko 5C.png
Unlike most 5C's, this is a bonafide combo ender.
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  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.
  • Usable in Cyclone.

Akihiko's old 5C. Caesar appears slightly behind Akihiko and slashes downward. Unlike most other 5C's it has huge vertical and horizontal range and can be canceled into like a special when used in Cyclone state, making it a reliable mix-up tool. Notably, with its fast startup it can be used as a knockdown ender for juggle combos, rewarding Akihiko with a safejump. Also notable for being one of his very few Persona moves and for being the only Cyclone state move that is unaffected by his Cyclone level.

2A
2A
BBTag Akihiko 2A.png
Poke
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  • Chains into itself 3 times.
  • Jump cancelable.
  • Throw cancelable.

Fast jab with the same range and startup as 4A. Mostly interchangeable with 4A but 2A generally has a better vertical hitbox and doesn't whiff on crouch as easily. Note that 2A > 5A will likely whiff if not done at point-blank range so go into 4A or 5B instead. Can combo from a close range Cyclone 2C, leading into high damage in the corner.

2B
2B
BBTag Akihiko 2B.png
For all the effort he's putting into this uppercut, it's no wonder this is the God AA.
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  • Head invulnerable on start-up.
  • Jump cancelable.

Standard anti-air with fast startup and surprisingly decent range (longer than the first hit of 5A) despite appearances. Also used as combo and blockstring filler.

2C
2C
BBTag Akihiko 2C.png
Imagine getting opened up high by a man with one low.
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  • Usable in Cyclone, increases in damage as Cyclone level increases.
  • Normal version knocks down on hit, Cyclone version hard knocks down on hit.

Akihiko's only low so you'll be using it a lot for mix-ups. Significantly buffed in 1.5 with Cyclone version now being able to combo into a variety of attacks on hit. These include 2A on a close range hit, 2B on close range counter hit, and even another 2C by canceling Weaving into Ducking. Can be used to frame trap after A-Hook > duck as well as catching fuzzy jump attempts during Cyclone pressure.

j.A
j.A
j.BB
BBTag Akihiko jA.png
JoJo fans will recognize this as the legendary Zoom Punch!
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  • Double jump cancelable.

While not a jump-in, it serves as a solid air to air normal in Tag. Getting a buff in attack level gives him more options to increase reward off of stray hits. Frequently seen after a blocked air dash > j.B(2) to add a third high option for a man with only one low. He can also use rising j.A to fuzzy a portion of the cast.

j.B
j.B
j.AA You thought there was going to be one high didn't ya?
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  • Hits twice.
  • Double jump cancelable on either hit.
  • First hit knocks downwards, second hit launches upwards.

Akihiko's main jump-in tool and air combo part. While the first hit can be used to knockdown airborne opponents, Akihiko can get much better oki off of j.C into Assault Dive so let both hits play out whenever possible.

j.C
j.C
BBTag Akihiko jC.png
Massive hitbox, but is very unsafe.
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  • Knocks down on hit.

Persona attack with absolutely massive range that hits overhead. Better range than 5C but slower and more unsafe on block. Usable as a surprise overhead or to bait anti-airs, but make sure you have assist available to make it safe and/or pick up the combo. While nowhere near his best starter, the damage potential from it is respectable though resources are needed to convert it into a full combo without a counter hit, such as EX Assault Dive or an assist call. Instant j.C can combo into 2B on CH.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Akihiko GroundThrow.png
You will never understand how amazing it is that this is now his throw.
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  • 100% minimum damage. (2000)
  • If Akihiko isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
  • If done in Cyclone, Akihiko will perform Ducking (66) automatically before grabbing.
  • Holding back while pressing throw results in a back throw.
  • Enters Cyclone state if the throw is successful. Usable in Cyclone.
  • Opponents cannot burst during a throw.

Somewhat unique throw that acts as a Cyclone move. Akihiko performs the standard run-up throw if done normally, or a Ducking into throw if done in Cyclone, but note that the automatic Ducking is slower than doing 66 manually then throwing. Ducking version adds two Cyclone levels regardless of whether you do it manually or automatically.

Double Uppercut
Double Uppercut
5A+D What a fall from grace...
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  • Invincible on start-up.
  • Hits 2 times. Both are air unblockable and launch grounded opponents on hit.
  • Opponents cannot burst during this attack.
  • Usable in Cyclone, increases in damage as Cyclone level increases.
  • 5% minimum damage. (75 to 125) x 2 = 150 to 250

Akihiko's fastest reversal at 10 frames of start-up, though it suffers from a very poor horizontal hitbox. This is his most damaging meterless Cyclone combo ender if both hits connect but it isn't always viable due to this move's aforementioned lack of range. Grants basic meaty oki on hit and not much else.

Skills

Corkscrew
Corkscrew
236A/B
BBTag Akihiko Corkscrew.png
PILEBUNK--Oh, oh sorry... wrong game.
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A
  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.

Akihiko travels 3/4th of the screen while punching. This move's high speed and range makes it vital for controlling the neutral, especially when an assist is available. Typical used as a combo ender for Cyclone combos when Double Uppercut is out of range or for optimizing damage before doing a super in Resonance Blaze. Links into 4A on counter hit for a full combo. Beware of using this to end a juggle in the corner as it will usually result in the opponent being bounced out of the corner.

B
  • Wall bounces on hit.
  • Increases in damage as Cyclone level increases.
  • Holding B performs Weaving. Releasing B results in Corkscrew, finishing the charge puts Akihiko back to neutral.
  • Can cancel into Ducking during Weaving.
  • Taunts upon a successful projectile dodge, granting half a bar when completed.
  • Taunt can be canceled into the same options as Weaving at any time.
  • Counter fails against lows and throws.

Akihiko retreats and weaves back and forth, making him invincible against mids, highs, and projectiles. If he dodges a projectile, he throws up a thumbs up which builds half a bar and extends the invulnerability until he returns to neutral, allowing him to block or reversal against following attacks. Use this in neutral to dodge projectiles and pokes, then close the distance with Ducking. The invulnerability can be used during pressure to bait reversals and non-low mashing. Note that the follow-up corkscrew is the same as the A version.

Boomerang Hook
Cyclone Follow Ups
During Cyclone > A/B
BBTag Akihiko BoomerangHook.png
Congrats, you just died.
BBTag Akihiko SonicPunch.png
Fortunately for you it wasn't A-Hook. Unfortunately, you're still dead.
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Boomerang Hook A
Cyclone > A
  • First A press in Cyclone or A after Sonic Punch.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

Akihiko's "rekka." Pressing A or B during Cyclone will alternate between Boomerang Hook and Sonic Blow. Starts with A Hook if you press A, B Sonic if you press B. In 1.5, A-Hook holds the title of Akihiko's preferred DP punish for both solo and most routes involving a neutral assist call.

Boomerang Hook B
Cyclone > B
  • Press B after Sonic Punch.
  • Armors body attacks during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, and hitstun than A version. Has armor midway through the startup, making it great for stagger pressure. Only works against body attacks so even non-low 2A's will beat it. Vital for his combos as the level 5 Cyclone version can loop into A Sonic Punch for as long as hitstun permits for massive damage.

Sonic Punch A
Boomerang > A
  • Press A after Boomerang Hook.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

Used as combo and blockstring filler. Vital for his combos as the level 5 Cyclone version can loop into B Boomerang Hook for as long as hitstun permits for massive damage.

Sonic Punch B
Boomerang > B
  • First B press in Cyclone or B after Boomerang Hook.
  • Body invulnerable during start-up.
  • Goes into Cyclone follow-ups and increases in damage as Cyclone level increases.

More startup, damage, hitstun, and travel distance than A version. Usually only combos off 214B/C or with an assist. Can be used as a neutral or pressure tool to close distance. Has invulnerability through the startup, making it great for stagger pressure. Took a heavy P1 nerf into 1.5 meaning it's no longer his best starter.

Ducking
Ducking
66
BBTag Akihiko Ducking.png
Whatever you pressed just got you killed.
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  • Projectile invulnerable and low profiles.
  • Enters Cyclone state and goes into Cyclone follow-ups.

Akihiko lowers his body and dashes forward, fazing through projectiles and going under some attacks. Used in neutral to close the distance quickly while keeping himself safe from zoning. Can also be used to reset pressure or to increase his Cyclone level while an assist is hitting the opponent. If timed correctly, this move can evade bursts, leading into A Boomerang Hook starter for massive damage.

Assault Dive
Assault Dive
214A/B (air OK)
BBTag Akihiko AssaultDive.png
What boxer can and would even attempt to do this?
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Ground A
  • Akihiko becomes airborne around frame 5.
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

Akihiko jumps up and does dives at the ground. As this move goes airborne early into its start-up, it can be used during pressure to bait throws or mashing with lows, not to mention the fact that its a safe on block overhead. On hit, it can combo into Cyclone followups for increased damage and a knockdown. If this hits an airborne opponent, the opponent can tech immediately so use the B version in that situation instead. Combos into B Cyclone Follow-ups on a grounded counter hit.

Ground B
  • Akihiko becomes airborne around frame 5.
  • Hits two times. Air hit knocks down airborne opponents. Landing hit ground bounces prone opponents.
  • Enters Cyclone state, goes into Cyclone follow-ups, and increases in damage as Cyclone level increases.

Slower but it travels further and deals more damage. Used in pressure to set-up unblockables via Active Switch. The ground bounce against airborne opponents is vital for assist combos, leading into massive damage via B Boomerang Hook to A Sonic Punch loop.

Air A
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

Akihiko's basic air combo ender. Lacks any follow-up potential and has limited oki. One simple set-up involves canceling this move into Ducking then into B Sonic Punch. This covers all tech options and leads into high damage on hit but losses to all reversals and back dashes. This move can also be used after a jump-cancel to do an unreactable overhead which is good for finishing off low health opponents.

Air B
  • Hits two times. Both hits knockdown airborne opponents.
  • Enters Cyclone state and goes into Cyclone follow-ups.

Slower but it travels further and deals more damage. Can be used to end air combos after j.C if Akihiko has the right spacing or if the opponent is in the corner. Simply double jump cancel in place during an air combo and do j.AA > j.C > j.214B and it should work every time mid-screen. Has no practical use outside of combos.

Extra Skills

EX Corkscrew
EX Corkscrew
236C
BBTag Akihiko Corkscrew.png
You didn't block it, you'll never block it. Not even the guy who used it blocked it.
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  • Wall bounces on hit.
  • Ducking crosses up if done close to the opponent.
  • Increases in damage as Cyclone level increases.

SB Ducking into Corkscrew. The added Ducking increases the attack's range, traveling full-screen. Can be used after Ducking to do 2 of them back-to-back. Extremely fast grounded cross-up that can be covered with assist to create a sandwich situation even if the opponent manages to block it. In fact, it's so fast that if done off 5B or 2C, it's actually gap-less, so if you want it to actually hit cross-up you'll need to delay it slightly. Avoid using in combos as it has more start-up and only a small amount of extra damage than the A version.

EX Assault Dive
EX Assault Dive
214C (air OK)
BBTag Akihiko AssaultDive.png
A-Dive but blue and better and convertible and actually not A-Dive at all.
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Ground

Fast enough to combo off certain moves. Good for doing extended solo combos off 5AAA or Sonic Blow as it retains your Cyclone level and resets the opponent's height.

As of 1.5, combos off Cyclone 2C, allowing for easy solo combos for big damage.

Air

Considerably faster than the ground version, to the point that it will combo off of a jump-cancelled 2B on a grounded opponent. Unlike the A/B versions, this version ground bounces so you can use it to continue air combos.

Is an overhead as of 1.5, meaning TK j.214C is unreactable like the A version, but you can combo off it like the B version.

Partner Skills

5P
5P
5B
BBTag Akihiko 5B.png
RUSH-DA
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  • Important points go here

Old B Kill Rush with A version's startup (i.e. fast but more hits). Launches on hit.

6P
6P
Corkscrew
BBTag Akihiko Corkscrew.png
Making every brawler comp viable since 2018
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  • Important points go here

Ducking to Corkscrew. Goes fullscreen.

4P
4P
Sonic Punch
BBTag Akihiko SonicPunch.png
"TOO WEAK!"
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  • Can solo convert with Active Switch > 5A
  • Can be looped in 4P for burst safe routes

Akihiko's A-Sonic Upper in assist form with the added bonuses of serviceable launch height and solo combo opportunity with active switch


Distortion Skills

Cyclone Uppercut
Cyclone Uppercut
236B+C
BBTag Akihiko CycloneUppercut.png
You don't have to ask if it's gonna kill. The answer is always the same.
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Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
  • Damage and hits increase with Cyclone level.

Akihiko's super for ending combos. Acts like Shin Shoryuken with an initial hit and a rising uppercut; for max damage, you will want to try to hit the opponent low enough for the initial hit to connect.

Don't use this at low Cyclone levels if it won't kill as it will not give knockdown.

Maziodyne
Maziodyne
214B+C
BBTag Akihiko Maziodyne.png
You really thought you were safe at the top of the screen huh
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  • Hits entire screen

Hits literally everywhere but unfortunately is not Touga with long startup and being very unsafe. Best used as a punish for slow/very unsafe moves. Unfortunately the amount of hits is no longer effected by cyclone level, so you can't do level 5 Maziodyne for free plus frames.


Distortion Skill Duo

Maziodyne
P during Main Character's Distortion Skill
BBTag Akihiko Maziodyne.png
"Now for the KO Punch!" *Shoots himself in the skull*
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  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Earth Breaker
222B+C
BBTag Akihiko EarthBreaker.png
Giga SUCC
BBTag Akihiko EarthBreaker2.png
DON'T LOSE YOUR WAAAAAAY.
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  • Vacuums the opponent from full screen, making it able to punish slow attacks from considerable distance.

Can be blocked, unlike in P4A, so don’t try any monkey business.


Roadmap

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Navigation

To edit frame data, edit values in BBTag/Akihiko Sanada/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.